Files
UnrealEngineUWP/Engine/Source/Editor/WorldBrowser/Private/StreamingLevels/StreamingLevelCustomization.h

138 lines
4.2 KiB
C
Raw Normal View History

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
Copying //UE4/Dev-Build to //UE4/Dev-Main (Source: //UE4/Dev-Build @ 3209340) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3209340 on 2016/11/23 by Ben.Marsh Convert UE4 codebase to an "include what you use" model - where every header just includes the dependencies it needs, rather than every source file including large monolithic headers like Engine.h and UnrealEd.h. Measured full rebuild times around 2x faster using XGE on Windows, and improvements of 25% or more for incremental builds and full rebuilds on most other platforms. * Every header now includes everything it needs to compile. * There's a CoreMinimal.h header that gets you a set of ubiquitous types from Core (eg. FString, FName, TArray, FVector, etc...). Most headers now include this first. * There's a CoreTypes.h header that sets up primitive UE4 types and build macros (int32, PLATFORM_WIN64, etc...). All headers in Core include this first, as does CoreMinimal.h. * Every .cpp file includes its matching .h file first. * This helps validate that each header is including everything it needs to compile. * No engine code includes a monolithic header such as Engine.h or UnrealEd.h any more. * You will get a warning if you try to include one of these from the engine. They still exist for compatibility with game projects and do not produce warnings when included there. * There have only been minor changes to our internal games down to accommodate these changes. The intent is for this to be as seamless as possible. * No engine code explicitly includes a precompiled header any more. * We still use PCHs, but they're force-included on the compiler command line by UnrealBuildTool instead. This lets us tune what they contain without breaking any existing include dependencies. * PCHs are generated by a tool to get a statistical amount of coverage for the source files using it, and I've seeded the new shared PCHs to contain any header included by > 15% of source files. Tool used to generate this transform is at Engine\Source\Programs\IncludeTool. [CL 3209342 by Ben Marsh in Main branch]
2016-11-23 15:48:37 -05:00
#include "CoreMinimal.h"
#include "Input/Reply.h"
#include "StreamingLevels/StreamingLevelCollectionModel.h"
#include "IDetailCustomization.h"
class IDetailChildrenBuilder;
class IDetailLayoutBuilder;
class IPropertyHandle;
namespace ELevelTransformField
{
enum Type
{
Location,
Rotation
};
}
/////////////////////////////////////////////////////
// FStreamingLevelCustomization
class FStreamingLevelCustomization : public IDetailCustomization
{
public:
// Makes a new instance of this detail layout class
static TSharedRef<IDetailCustomization> MakeInstance(TSharedRef<FStreamingLevelCollectionModel> InWorldData);
// IDetailCustomization interface
virtual void CustomizeDetails(IDetailLayoutBuilder& DetailLayout) override;
// End of IDetailCustomization interface
private:
FStreamingLevelCustomization();
/**
* Called by the Editor Level Transform column, to set the new values.
*
* @param NewValue The new value entered.
* @param CommitInfo The way in which the value was committed, currently ignored, we always use the new value.
* @param Axis The axis being edited.
*/
void OnSetLevelPosition( FVector::FReal NewValue, ETextCommit::Type CommitInfo, int32 Axis );
/**
* Called by the Editor Level Transform column, to set the new values.
*
* @param NewValue The new value entered.
*/
void OnSetLevelPosition(FVector NewValue);
/**
* Called by the Editor Level Transform column, to get the current values.
*
* @param Axis The axis to return the value for.
*
* @return The current value of the translation for given axis.
*/
TOptional<FVector::FReal> OnGetLevelPosition( int32 Axis ) const;
/**
* Called by the Editor Level Rotation column, to update the displayed value as we spin
*
* @param NewValue The new value entered.
*/
void OnChangedLevelRotation(int32 NewValue);
/**
* Called by the Editor Level Rotation column, to set the new values.
*
* @param NewValue The new value entered.
* @param CommitInfo How the value was set.
*/
void OnSetLevelRotation( int32 NewValue, ETextCommit::Type CommitInfo);
/**
* Called by the Editor Level Rotation column, to set weve started spinning the value.
*/
void OnBeginLevelRotationSlider();
/**
* Called by the Editor Level Rotation column, to set weve stopped spinning the value.
*
* @param NewValue The new value entered.
*/
void OnEndLevelRotationSlider( int32 NewValue );
/**
* Called by the Editor Level Transform column, to get the current values.
*
* @return The current value of the Level Yaw.
*/
TOptional<int32> GetLevelRotation() const;
/** @return Whether we can edit level transform in a viewport */
bool LevelViewportTransformAllowed() const;
/** @return Whether we can edit level transform through property editor text fields*/
bool LevelEditTextTransformAllowed() const;
/** Handle for edit level transform button */
FReply OnEditLevelClicked();
/** Generate custom widget for the EditorStreamingVolumes array customization */
void OnGenerateElementForEditorStreamingVolume(TSharedRef<IPropertyHandle> ElementProperty, int32 ElementIndex, IDetailChildrenBuilder& ChildrenBuilder);
/** Called to determine whether the selected streaming volume can be set or not */
bool OnShouldSetEditorStreamingVolume(const FAssetData& AssetData, TSharedRef<IPropertyHandle> ElementProperty) const;
/**
* Copies the specified transform field to the clipboard
*/
void OnCopy(ELevelTransformField::Type TransformField);
/**
* Pastes the specified transform field from the clipboard
*/
void OnPaste(ELevelTransformField::Type TransformField);
/**
* Creates a UI action for copying a specified transform field
*/
FUIAction CreateCopyAction(ELevelTransformField::Type TransformField) const;
/**
* Creates a UI action for pasting a specified transform field
*/
FUIAction CreatePasteAction(ELevelTransformField::Type TransformField) const;
private:
TWeakPtr<FStreamingLevelCollectionModel> WorldModel;
TSharedPtr<class IPropertyHandle> LevelPositionProperty;
TSharedPtr<class IPropertyHandle> LevelRotationProperty;
bool bSliderMovement;
TOptional<int32> CachedYawValue;
};